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The TrenchBroom Level Editor
Today I am releasing TrenchBroom 1.0 for Windows and Mac OS X. TrenchBroom is a modern cross-platform level editor for Quake.

Features
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting
- Manipulation of multiple vertices at once (great for trisoup editing)
- Smart clip tool
- Move, rotate and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Automatic backup
- Support for .def and .fdg files, mods and multiple wad files
- Free (as in beer) and open source (GPLv3)
- Cross platform (Windows, Mac OS X and Linux supported)

Check out a video of TrenchBroom in action here.

You can download the editor here.

If you would like to give feedback, please do that in this thread. If you find a bug or have a feature suggestion, please submit them at the issue tracker.

If you are wondering where the Linux binaries are then sorry, but currently there are none. The Linux version has a few problems which I could not fix before this release. I will get working on those right away so that the Linux version should be available in a couple of weeks, too.

Finally, I would like to thank necros for all his work over the past year. Without his tireless efforts, TrenchBroom would simply not exist. Or it would suck.

Alright, enough of this. Have fun with the editor!

Update: 2.1 here:
https://github.com/kduske/TrenchBroom/releases/tag/v2.1.0-RC1
Features "cool shit".
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"Fixed #1423: TrenchBroom 2 Not Working In Windows XP" 
Woohoo! This is awesome! Thank you! 
Tom 
 
 
I'm very happy to hear about those fixes, thank you very much! 
You're Welcome 
New build is forthcoming with more fixes and one new feature: deleting vertices, edges and faces in vertex mode. Gearing up for 2.0.0 final now! 
SleepwalkR 
Do I remember correctly, but I remember seeing early videos of a new features coming up. One of the features was that you can draw freely shape in a brush's face and then draw same shape to another brush's face, and somehow those connected and created brush that has those two faces and connects facing vertices and creates solid brush.. it is really hard to explain.. but is that feature removed or something? 
Sounds Like The Brush Too To Me. 
It's still a feature of TB2. Press [B] to activate and start clicking like you described. 
Basic, Short Video.. 
https://youtu.be/-GiuB8h5fic

Once done shaping your brush, press the [Enter] key to make it solid. 
Yup 
It's also explained in the manual. 
 
Thanks, that will save a lot of time when making structures. Starts to wonder.. is there even more hidden features in manual (starts reading). 
OK, It Works But... 
Help says that there should be a color chooser popping up under the entity properties list when I put a color property on said entity, a light for instance. So I place my light, click on "add new property", name it "color", but when I click on that property to set its value, no color chooser shows up, forcing me to "drive blind" by putting numbers by hand. What am I doing wrong?

Also, about said help: Every time it tells me to press a certain key, all I see is a blank space instead. I'm guessing it uses symbols that are not found on my computer. Anywhere I can download a full text version? 
"color" Vs "_color" 
Try using _color. I'm pretty sure that's the key name you need to use for TrenchBroom, i'm not sure if compilers understand color without the underscore either. 
Also... 
Would it be possible to have a hotkey for "Show Edges" as well as toggling the grid visibility? Hiding both is very helpful when making sure textures line up properly, and it's slow to use the menu vs. a keypress.

The other suggestion I have would probably be consolidating the View menus... they both do mostly different things, but it's a bit weird having two different menus named the same thing... 
 
Thank you Pritchard, that's progress. I didn't know about that underscore thing but I had no problem compiling without it so far. Now the color range selector, where I could theoretically choose between float and byte, shows up. New problem is I can't select either, no matter how hard I click - and the color chooser itself still doesn't show its mug, but I guess it's normal since I can't choose a range. 
 
Try click-dragging that area of the window to expand it vertically. The radio buttons only work after you've already got values (they just swap the format)

Picture 1
Picture 2

For me, if I click on that black box, it opens a color picker menu where I can select my values. Previously selected values show up in the little palette on the right. 
 
Thanks again. It works. I tried dragging the line below it but it only reduced the size of the entity browser. I had to drag the line above up for the chooser to show. 
Those Lines... 
Yeah, it's a pain. Trenchbroom tries to remember where you dragged those elements, but for me at least it forgets from time to time and I'm stuck with a view that's far too small to work in comfortably or really do anything. Another minor gripe I wish would be fixed but can't be bothered writing a pedantic ticket for... 
Minor Indeed 
There are more important things to implement/improve first. And it could be much worse, the elements of the interface could just be unresizable...

Now how about that full text help file? It isn't much of a help when I can't see which key to press for any action. 
Color Picker, Select Used Colors? 
It is nice to see actually talking about this color picker button.. I only wondered..

If I pick color using that color picker window popup.. it lists new colors to that list. This is just a small suggestion, but would it be possible to select yet highlight selected color from that list, also show that color in color picker button (or maybe create another button for that) and when clicking it, it would open that same color picker popup window and that selected color's values are written on those text boxes.

Sometimes you want to work with same colors and only tweaking values just a bit (like lum/saturation), but don't want to set same values you have already used multiple times almost blindly. This would speed up colored lighting works a lot I believe. 
Also Another Useful Feature. 
Also giving a color specific recognizable name would speed up picking right colors for different light entities. Name could be easily just simple string data, that will be shown when hovering color on that list of colors, doesn't sound too much work? 
NewHouse 
You can submit your feature requests via the [issue tracker] link in the original post above. 
 
Maybe I'm blind, but weren't your posts as well part of feature/bug fixing requests (though not that straightforward like mine)? Now it is sent via the issue tracker too. 
 
Not really, no. I wasn't requesting new features, I was asking about stuff that should have worked. 
 
Do you still have problems? Pritchard : you can use number key 0 to toggle grid on and off, if that was what you were looking for? 
 
Well, the color issue is sorted out thanks to Pritchard. It leaves the help issue (see post #2223). 
Please Submit Bugs And Feature Requests On Github 
I can't keep track of them otherwise 
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